Science Not Invited

by RedRafe

Choose which science packs will be needed to research technologies. The cost of science packs not used will be evenly distributed among the remaining one(s), other game mechanics remain untouched. This mods opens new ways of designing your base, wether you'd like to build a mega base and research infinite tech without the need to build all the science or complete giant overhaul mod packs skipping some science packs.

Tweaks
1 year, 1 month ago
1.1
1.91K
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Settings do nothing in Pyanodons

posted by ElvenAlchemy 9 months ago
Bugs
0
last message by ElvenAlchemy 9 months ago

[Solved] Exotic Industries

posted by BrauerDeluxe 1 year, 1 month ago
General
3
last message by RedRafe 1 year, 1 month ago

[Solved] Angels Bio-Token Science not eliminated from some techs even if i checked to...

posted by Damgam 1 year, 1 month ago
Bugs
1
last message by RedRafe 1 year, 1 month ago

[Solved] SE/K2 Missing Science Packs

posted by ElvenAlchemy 1 year, 1 month ago
General
1
last message by RedRafe 1 year, 1 month ago

[Solved] How to handle no science

posted by CaitSith2 1 year, 9 months ago
Ideas & suggestions
3
last message by RedRafe 1 year, 1 month ago

[Solved] Krastorio 2 Basic Tech Card

posted by joshissac 1 year, 3 months ago
General
3
last message by RedRafe 1 year, 1 month ago

[Darkstar] - Mod idea

posted by Sgamez 2 years ago
Ideas & suggestions
5
last message by Sgamez 2 years ago

[SE, Bobs] - Load order

posted by Gorillamann 2 years ago
Ideas & suggestions
6
last message by RedRafe 2 years ago